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Make shader language editors inherit the same base class
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parent
ee363af0ed
commit
99e997ae15
8 changed files with 120 additions and 61 deletions
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@ -142,7 +142,7 @@ void ShaderEditorPlugin::edit(Object *p_object) {
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}
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es.shader_inc = Ref<ShaderInclude>(si);
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es.shader_editor = memnew(TextShaderEditor);
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es.shader_editor->edit(si);
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es.shader_editor->edit_shader_include(si);
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shader_tabs->add_child(es.shader_editor);
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} else {
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Shader *s = Object::cast_to<Shader>(p_object);
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@ -156,20 +156,18 @@ void ShaderEditorPlugin::edit(Object *p_object) {
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es.shader = Ref<Shader>(s);
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Ref<VisualShader> vs = es.shader;
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if (vs.is_valid()) {
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es.visual_shader_editor = memnew(VisualShaderEditor);
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shader_tabs->add_child(es.visual_shader_editor);
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es.visual_shader_editor->edit(vs.ptr());
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es.shader_editor = memnew(VisualShaderEditor);
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} else {
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es.shader_editor = memnew(TextShaderEditor);
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shader_tabs->add_child(es.shader_editor);
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es.shader_editor->edit(s);
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}
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shader_tabs->add_child(es.shader_editor);
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es.shader_editor->edit_shader(es.shader);
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}
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if (es.shader_editor) {
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es.shader_editor->connect("validation_changed", callable_mp(this, &ShaderEditorPlugin::_update_shader_list));
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CodeTextEditor *cte = es.shader_editor->get_code_editor();
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TextShaderEditor *text_shader_editor = Object::cast_to<TextShaderEditor>(es.shader_editor);
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if (text_shader_editor) {
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text_shader_editor->connect("validation_changed", callable_mp(this, &ShaderEditorPlugin::_update_shader_list));
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CodeTextEditor *cte = text_shader_editor->get_code_editor();
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if (cte) {
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cte->set_zoom_factor(text_shader_zoom_factor);
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cte->connect("zoomed", callable_mp(this, &ShaderEditorPlugin::_set_text_shader_zoom_factor));
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@ -194,7 +192,7 @@ void ShaderEditorPlugin::make_visible(bool p_visible) {
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void ShaderEditorPlugin::selected_notify() {
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}
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TextShaderEditor *ShaderEditorPlugin::get_shader_editor(const Ref<Shader> &p_for_shader) {
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ShaderEditor *ShaderEditorPlugin::get_shader_editor(const Ref<Shader> &p_for_shader) {
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for (EditedShader &edited_shader : edited_shaders) {
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if (edited_shader.shader == p_for_shader) {
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return edited_shader.shader_editor;
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@ -203,15 +201,6 @@ TextShaderEditor *ShaderEditorPlugin::get_shader_editor(const Ref<Shader> &p_for
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return nullptr;
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}
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VisualShaderEditor *ShaderEditorPlugin::get_visual_shader_editor(const Ref<Shader> &p_for_shader) {
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for (EditedShader &edited_shader : edited_shaders) {
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if (edited_shader.shader == p_for_shader) {
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return edited_shader.visual_shader_editor;
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}
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}
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return nullptr;
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}
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void ShaderEditorPlugin::set_window_layout(Ref<ConfigFile> p_layout) {
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if (EDITOR_GET("interface/multi_window/restore_windows_on_load") && window_wrapper->is_window_available() && p_layout->has_section_key("ShaderEditor", "window_rect")) {
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window_wrapper->restore_window_from_saved_position(
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@ -280,7 +269,7 @@ void ShaderEditorPlugin::get_window_layout(Ref<ConfigFile> p_layout) {
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String selected_shader;
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for (int i = 0; i < shader_tabs->get_tab_count(); i++) {
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EditedShader edited_shader = edited_shaders[i];
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if (edited_shader.shader_editor || edited_shader.visual_shader_editor) {
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if (edited_shader.shader_editor) {
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String shader_path;
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if (edited_shader.shader.is_valid()) {
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shader_path = edited_shader.shader->get_path();
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@ -290,10 +279,9 @@ void ShaderEditorPlugin::get_window_layout(Ref<ConfigFile> p_layout) {
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}
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shaders.push_back(shader_path);
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TextShaderEditor *shader_editor = Object::cast_to<TextShaderEditor>(shader_tabs->get_current_tab_control());
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VisualShaderEditor *visual_shader_editor = Object::cast_to<VisualShaderEditor>(shader_tabs->get_current_tab_control());
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ShaderEditor *shader_editor = Object::cast_to<ShaderEditor>(shader_tabs->get_current_tab_control());
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if ((shader_editor && edited_shader.shader_editor == shader_editor) || (visual_shader_editor && edited_shader.visual_shader_editor == visual_shader_editor)) {
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if (shader_editor && edited_shader.shader_editor == shader_editor) {
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selected_shader = shader_path;
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}
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}
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@ -366,10 +354,6 @@ void ShaderEditorPlugin::_shader_selected(int p_index) {
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edited_shaders[p_index].shader_editor->validate_script();
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}
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if (edited_shaders[p_index].visual_shader_editor) {
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edited_shaders[p_index].visual_shader_editor->validate_script();
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}
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shader_tabs->set_current_tab(p_index);
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shader_list->select(p_index);
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}
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@ -440,7 +424,7 @@ void ShaderEditorPlugin::_menu_item_pressed(int p_index) {
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case FILE_SAVE: {
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int index = shader_tabs->get_current_tab();
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ERR_FAIL_INDEX(index, shader_tabs->get_tab_count());
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TextShaderEditor *editor = edited_shaders[index].shader_editor;
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TextShaderEditor *editor = Object::cast_to<TextShaderEditor>(edited_shaders[index].shader_editor);
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if (editor) {
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if (editor->get_trim_trailing_whitespace_on_save()) {
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editor->trim_trailing_whitespace();
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@ -462,7 +446,7 @@ void ShaderEditorPlugin::_menu_item_pressed(int p_index) {
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case FILE_SAVE_AS: {
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int index = shader_tabs->get_current_tab();
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ERR_FAIL_INDEX(index, shader_tabs->get_tab_count());
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TextShaderEditor *editor = edited_shaders[index].shader_editor;
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TextShaderEditor *editor = Object::cast_to<TextShaderEditor>(edited_shaders[index].shader_editor);
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if (editor) {
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if (editor->get_trim_trailing_whitespace_on_save()) {
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editor->trim_trailing_whitespace();
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@ -623,8 +607,9 @@ void ShaderEditorPlugin::_set_text_shader_zoom_factor(float p_zoom_factor) {
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if (text_shader_zoom_factor != p_zoom_factor) {
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text_shader_zoom_factor = p_zoom_factor;
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for (const EditedShader &edited_shader : edited_shaders) {
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if (edited_shader.shader_editor) {
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CodeTextEditor *cte = edited_shader.shader_editor->get_code_editor();
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TextShaderEditor *text_shader_editor = Object::cast_to<TextShaderEditor>(edited_shader.shader_editor);
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if (text_shader_editor) {
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CodeTextEditor *cte = text_shader_editor->get_code_editor();
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if (cte && cte->get_zoom_factor() != text_shader_zoom_factor) {
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cte->set_zoom_factor(text_shader_zoom_factor);
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}
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@ -655,12 +640,13 @@ void ShaderEditorPlugin::_res_saved_callback(const Ref<Resource> &p_res) {
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}
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ERR_FAIL_COND(shader_res.is_null());
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if (!edited.shader_editor || !shader_res->is_built_in()) {
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TextShaderEditor *text_shader_editor = Object::cast_to<TextShaderEditor>(edited.shader_editor);
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if (!text_shader_editor || !shader_res->is_built_in()) {
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continue;
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}
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if (shader_res->get_path().get_slice("::", 0) == path) {
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edited.shader_editor->tag_saved_version();
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text_shader_editor->tag_saved_version();
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_update_shader_list();
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}
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}
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